Script protection and modding
by Gerardo · in General Discussion · 03/28/2006 (8:36 pm) · 4 replies
Hi, i'm willing to develop a game so found torque engine.
As a newbie i understand that a game could be developed entirely in torque-script.
so i wonder if after deployment the script is protected somehow from modding by the users.
regards
As a newbie i understand that a game could be developed entirely in torque-script.
so i wonder if after deployment the script is protected somehow from modding by the users.
regards
#2
those *.dso are in some kind of bytecode i suppose.
so there shouldn't be a big penalty interpreting them, right?
any hints on what parts of the game better be implemented 'natively'
(i'm thinking on a rts multiplayer game)
03/28/2006 (9:05 pm)
Thanks Matthew,those *.dso are in some kind of bytecode i suppose.
so there shouldn't be a big penalty interpreting them, right?
any hints on what parts of the game better be implemented 'natively'
(i'm thinking on a rts multiplayer game)
#3
03/28/2006 (9:06 pm)
How about protecting the assets? Ogg's, png's and jpgs for example? Also can DTS and DIF's be reverse engineered?
#4
Anything can be hacked depending on the availability of resources and desire.
One has to acknowledge and evaluate their propensity for "being hacked" or "cracked" or whatever one wants to call it at the time.
03/28/2006 (9:26 pm)
Any asset that has a "functional" base (or not depending on popularity of the asset or game in question) can be reverse engineered. Whether it be by someone who is used to dealing with binary formats (say a traditional database programmer who has made their way in translating singular codification systems to modular ones...much like very many high paying companies desire...and which many educational facilities try to precipitate).Anything can be hacked depending on the availability of resources and desire.
One has to acknowledge and evaluate their propensity for "being hacked" or "cracked" or whatever one wants to call it at the time.
Torque Owner Matthew Livingstone
So when you release your game, simply package the *.dso files and not the *.cs ones. That will prevent anyone from doing any modding.